Motorcycle Club
Real bike licences from BMW to Yamaha, but 31% positive Steam reviews don't lie. Skip the multiplayer lobby ghost town and manage your expectations hard before clicking buy.
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About Motorcycle Club
I've spent enough time with budget arcade racers to know when one has a genuinely interesting idea trapped inside a poorly finished shell, and Motorcycle Club is a painful example of exactly that. The mid-race bike-switching mechanic, where you tag between a Superbike, a Roadster, and a Custom in real time as terrain changes underneath you, is legitimately clever on paper. Hit a rough, potholed section? Swap off the screaming Superbike and onto the Custom, which soaks up the bad surface at the cost of top speed. It's a bit like Marvel vs. Capcom on two wheels, and in a better game, it could anchor a whole design. Here, it never gets the chance to shine. The tournament structure gives you over 40 challenges spread across 10 tracks (with reversed layouts bumping the total circuit count to 20), plus Time Trial and Quick Race options if you just want a clean lap without committing to the club progression. The roster covers 22 officially licensed bikes ranging from 125cc to 2000cc, with BMW, Honda, Kawasaki, KTM, Suzuki and Yamaha all represented and modelled with reasonable care. Visually, the game holds up adequately for its era and reportedly runs without drama on modest hardware. That is, genuinely, about where the good news stops. The handling is the core problem. Steering input feels disconnected and spongy, and the game does nothing to paper over that weakness with weight or road feedback that convinces you the physics engine has any investment in what you are doing. Collisions with rival riders don't result in crashes, they result in a screen-cut-to-black penalty that bumps you three places down the grid without explanation. The AI is rigid and uninteresting. Engine audio, instead of using the real character of a KTM twin or a Kawasaki four, defaults to a generic drone that reviewers across the board flagged as genuinely grating over time. There is no in-race music to fill the gap, so cue up a playlist before you launch. Multiplayer is the biggest practical red flag right now. Online supports up to four players, which sounds fine, but the player base is effectively dead. Steam concurrent player data shows single digits on a good day, and community threads from years back were already begging for partners. There is no local split-screen, which kills any party-night value this might have scraped together. The club management layer, building out your crew and upgrading bikes between races, is shallow enough that it adds paperwork without adding strategy. Progression gating can feel opaque, with players reporting they had no clear idea what unlocked next after repeating the same opening tournaments. Average play session sits at roughly three to four hours total, which tells its own story about how far most people get before walking away. If you are hunting for a motorcycle arcade racer and this is the only option in your budget, understand what you are getting: a game with one intriguing mechanical idea, licensed hardware that looks fine in the garage, and enough technical frustration to override most of the goodwill. Ride, RIMS Racing, or even older MotoGP entries are better uses of your time and wallet if your machine can handle them. Motorcycle Club is a cautionary tale from a studio that later found its footing with rally titles, not a hidden gem. Riley, Scout Team
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Game Info
- Developer
- Kylotonn Entertainment
- Publisher
- Plug In Digital
- Release Date
- Nov 28, 2014